simpsons

11 files

After playing this wad, I would imagine you'd be asking yourself one ques-
tion... "Why?" Why the hell did I spend 2 weeks creating this elaborate modifi-
cation of DooM2? Well, as a professional, award-winning commercial animator at
a small but reputable studio in Dallas, I found myself with a lot of free time
on my hands during a slow project season with very few clients. I was poking
around AOL for some game demos I could download when I found the original SIMP-
SONS DooM patch created by "Spooky" Steve Blauwkamp and "Decapitated" Chuck
Fuoco. The .wav files they chose for the sounds were hilarious, except they ran
so long that they'd all run together during game play, making them difficult
to listen to. The artwork on the sprites was very creative, although somewhat
primitive-looking with a limited number of animated frames per character. It
was still pretty fun, but being such a discernable animator, I felt compelled
to improve it for my own satisfaction. Besides, I did have a LOT of free time,
as I said.

So, if the old DooM2 has become tiresome and dull, these wads will add a
whole new look to those drab textures. The original design is almost unrecog-
nizable in some places! Now if I can just figure out the level editor...

A Partial Conversion for all versions of Doom/Doom2 based on The Simpsons TV show. Homer's Doom features: 2 new monsters, a new shotgun, new menu graphics and status bar (including Homer's face), and lots of new sounds from The Simpsons.

The only changes I made from the original Dmgraph/Dmaud patch are: - fixed a few graphics faults and sprite offsets. - added some missing animation frames for the Imp and the exploding TVs. - added blank graphic patches for Doom's Episode1 intermission screen. - copied sky1 to rsky1 for use with Doom2. - copied wimap0 to interpic also for use with Doom2. - modified some of the main menu option graphics (load/save game, episode/skill selection, etc).

Yeah, yeah... I know. There are PLENTY of Simpsons patches out there.
But back in May of '94, there existed only the excellent (original) Simpsons
sound patch. This got me thinking... wouldn't it be neat to make a
graphics patch that would change a character in the game into a Simpsons
character? This was later done (in much greater detail) by another party,
but at the time I had a new idea. While perusing the banter on a local BBS
message base, I saw someone say something about how cool it would be to
be able to blast Homer's head in place of those $#%@ Cacodemons. The rest
is history! (sorta)

Anyhow, this PWAD changes the Cacodemons in DOOM into yellow, stubbly,
balding Homer Simpson heads, who spit donuts at you rather than the usual
gas balls.

type "install" and the sprites will be appended to simp2spr.wad
as well as the creation of a runnable simpsons.bat file for either
Doom2 or Doom1 depending on which you have in the current directory.
This installation uses new features of deutex and a bug fixed version
of deusf to save about 1.5MB on the zip file and 2MB on the wad files.

Homers' Doom is a complete collection of Simpson sounds to replace the
ones that come with Doom. Let's face it - if a moon base is infested
with demonic monsters and needs cleaning up, Homer J. Simpson is the
man to do it.

In creating Homers' Doom we made over 100 samples from about 80 different
episodes, but only used 45 of them. This means that there were some
classic quotes that are not used. We felt that it was better to use
sounds and quotes that fitted the game rather than try to include all the
characters.

Homers' Doom was created by two rabid Simpsons fans from Cambridge,
England. We believe that Homer is God and we try to emulate him in
everything we do. The tricky part is putting on 150 pounds and making
all our hair fall out.

Subcategories

File Reviews

I guess this was meant to be a serious wad, just using a trick to make the C-Demon hard to see. I don't think it was a deliberate troll of the style that caught on later, eg Sand Chain and the Terry wads. IMHO it nowhere near holds the record for "worst wad ever" (even if it did once) so it is now "over-rated" in that respect. I was a bit disappointed, I was expecting worse LoL.

Doomers these days have varying levels of patience. I know I have some of the worst when it comes to quickly finishing areas and moving on, which is why I prefer shorter levels most of the time. this particular map, a Maximum Doom map by the way, is one that completely tested my patience.
this is 8 levels long, from E1M1 to E1M8, and is sort of a proto-slaughtermap episode replacement. every map here has at least 200 monsters, and the layouts of each say that they are compact in size. so the action would be pretty good and fun right?
WRONG
while it's fun to kill all these enemies, this is honestly horribly balanced. on the first level, you only really get a shotgun and a chaingun, and it took me a while to get just one armor too. is that the worst part? I can actually enjoy the challenge of such a gameplay scenario so no. what's problematic about each and every level in this wad is that when you're not killing enemies, you're just sort of fucking around. in other words, you're switch hunting. but this is the worst kind due to lifts that have zero indications that they are lifts, as well as switches that have zero indication of what they did. not to mention some walls are triggers, when they really don't have any indication that they really do anything. oh yes, and mandatory secrets and backtracking. I would like the combat more if it gave more weapons too, not one plasma gun or BFG in sight, and all that backtracking just...fucking...headdesk. there's no reliable way to even speedrun this, to the point where I wonder if the author ever realized that other's would tire the fuck out over it. "these are the easy ones" this has all the hallmarks of a bad Maximum Doom map.
it's amazing how varied my Maximum Doom experience is so far. there are some really fun maps, mediocre but quick maps, and some long and nasty ones. I'm honestly trying to avoid reviewing any maps from there but i'll make an exception for this particular one since it's just unbelievably bad.

More an exercise in 3-d artwork than a game. Just someone's bedroom with a HK in a tiny lobby outside the door, and a Caco in a tiny yard outside the window. A BFG and Invisibilty Sphere are also in the yard but you can't get out there. I think the name is a clue - maybe this was the start of a bigger level, then abandoned. He ought to have allowed it as a base for development.